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Allow using async_io::block_on in bevy_tasks (#9626)
# Objective Fixes #9625 ## Solution Adds `async-io` as an optional dependency of `bevy_tasks`. When enabled, this causes calls to `futures_lite::future::block_on` to be replaced with calls to `async_io::block_on`. --- ## Changelog - Added a new `async-io` feature to `bevy_tasks`. When enabled, this causes `bevy_tasks` to use `async-io`'s implemention of `block_on` instead of `futures-lite`'s implementation. You should enable this if you use `async-io` in your application.
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8 changed files with 21 additions and 8 deletions
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@ -199,6 +199,9 @@ serialize = ["bevy_internal/serialize"]
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# Enables multithreaded parallelism in the engine. Disabling it forces all engine tasks to run on a single thread.
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multi-threaded = ["bevy_internal/multi-threaded"]
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# Use async-io's implementation of block_on instead of futures-lite's implementation. This is preferred if your application uses async-io.
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async-io = ["bevy_internal/async-io"]
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# Wayland display server support
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wayland = ["bevy_internal/wayland"]
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@ -166,7 +166,7 @@ impl AssetProcessor {
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let processor = _processor.clone();
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std::thread::spawn(move || {
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processor.process_assets();
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futures_lite::future::block_on(processor.listen_for_source_change_events());
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bevy_tasks::block_on(processor.listen_for_source_change_events());
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});
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}
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}
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@ -190,7 +190,7 @@ impl AssetProcessor {
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});
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// This must happen _after_ the scope resolves or it will happen "too early"
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// Don't move this into the async scope above! process_assets is a blocking/sync function this is fine
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futures_lite::future::block_on(self.finish_processing_assets());
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bevy_tasks::block_on(self.finish_processing_assets());
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let end_time = std::time::Instant::now();
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debug!("Processing finished in {:?}", end_time - start_time);
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}
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@ -63,6 +63,7 @@ shader_format_spirv = ["bevy_render/shader_format_spirv"]
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serialize = ["bevy_core/serialize", "bevy_input/serialize", "bevy_time/serialize", "bevy_window/serialize", "bevy_transform/serialize", "bevy_math/serialize", "bevy_scene?/serialize"]
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multi-threaded = ["bevy_asset/multi-threaded", "bevy_ecs/multi-threaded", "bevy_tasks/multi-threaded"]
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async-io = ["bevy_tasks/async-io"]
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# Display server protocol support (X11 is enabled by default)
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wayland = ["bevy_winit/wayland"]
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@ -15,6 +15,7 @@ multi-threaded = []
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futures-lite = "1.4.0"
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async-executor = "1.3.0"
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async-channel = "1.4.2"
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async-io = { version = "1.13.0", optional = true }
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async-task = "4.2.0"
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concurrent-queue = "2.0.0"
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@ -28,6 +28,11 @@ mod thread_executor;
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#[cfg(all(not(target_arch = "wasm32"), feature = "multi-threaded"))]
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pub use thread_executor::{ThreadExecutor, ThreadExecutorTicker};
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#[cfg(feature = "async-io")]
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pub use async_io::block_on;
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#[cfg(not(feature = "async-io"))]
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pub use futures_lite::future::block_on;
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mod iter;
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pub use iter::ParallelIterator;
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@ -35,6 +40,7 @@ pub use iter::ParallelIterator;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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block_on,
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iter::ParallelIterator,
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slice::{ParallelSlice, ParallelSliceMut},
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usages::{AsyncComputeTaskPool, ComputeTaskPool, IoTaskPool},
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@ -9,9 +9,10 @@ use std::{
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use async_task::FallibleTask;
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use concurrent_queue::ConcurrentQueue;
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use futures_lite::{future, FutureExt};
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use futures_lite::FutureExt;
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use crate::{
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block_on,
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thread_executor::{ThreadExecutor, ThreadExecutorTicker},
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Task,
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};
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@ -176,7 +177,7 @@ impl TaskPool {
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local_executor.tick().await;
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}
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};
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future::block_on(ex.run(tick_forever.or(shutdown_rx.recv())))
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block_on(ex.run(tick_forever.or(shutdown_rx.recv())))
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});
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if let Ok(value) = res {
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// Use unwrap_err because we expect a Closed error
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@ -379,7 +380,7 @@ impl TaskPool {
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if spawned.is_empty() {
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Vec::new()
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} else {
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future::block_on(async move {
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block_on(async move {
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let get_results = async {
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let mut results = Vec::with_capacity(spawned.len());
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while let Ok(task) = spawned.pop() {
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@ -661,7 +662,7 @@ where
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T: 'scope,
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{
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fn drop(&mut self) {
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future::block_on(async {
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block_on(async {
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while let Ok(task) = self.spawned.pop() {
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task.cancel().await;
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}
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@ -43,6 +43,7 @@ The default feature set enables most of the expected features of a game engine,
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|feature name|description|
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|-|-|
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|accesskit_unix|Enable AccessKit on Unix backends (currently only works with experimental screen readers and forks.)|
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|async-io|Use async-io's implementation of block_on instead of futures-lite's implementation. This is preferred if your application uses async-io.|
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|basis-universal|Basis Universal compressed texture support|
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|bevy_ci_testing|Enable systems that allow for automated testing on CI|
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|bevy_dynamic_plugin|Plugin for dynamic loading (using [libloading](https://crates.io/crates/libloading))|
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@ -3,7 +3,7 @@
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use bevy::{
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prelude::*,
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tasks::{AsyncComputeTaskPool, Task},
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tasks::{block_on, AsyncComputeTaskPool, Task},
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};
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use futures_lite::future;
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use rand::Rng;
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@ -88,7 +88,7 @@ fn handle_tasks(
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box_material_handle: Res<BoxMaterialHandle>,
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) {
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for (entity, mut task) in &mut transform_tasks {
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if let Some(transform) = future::block_on(future::poll_once(&mut task.0)) {
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if let Some(transform) = block_on(future::poll_once(&mut task.0)) {
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// Add our new PbrBundle of components to our tagged entity
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commands.entity(entity).insert(PbrBundle {
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mesh: box_mesh_handle.clone(),
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